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Slaanesh’s Temptation
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Slaanesh’s TemptationType: Attachment Faction: Chaos Cost: 2 Shields: 2 Signature/Loyalty: Loyal Icon Traits: Power. Slaanesh. Attach to a planet. Increase the cost of each enemy unit being deployed at another planet by 1. Forced Reaction: After a battle at attached planet ends, sacrifice this attachment. Set: Descendants of Isha Number: 128 Quantity: 1 Illustrator: Matt Bradbury |
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20 Comments
HOLY CRAP I am so glad this is loyal otherwise DE would have a field day with this card. it is amazing. makes for resource choke AND forces warlord to make a bad choice. go to the planet I want him to or spend more next turn. I really enjoy using this with heretic inventor after they pick.
Because it is in Chaos and not in DE it's applications cannot be heavily abused right now. Mainly also because it is indeed best used when dropped early but this also puts a heavy dent into Chaos' Command presence that allready isnt amazing by any means. However having 2 Shields is it's grace and it might function very well with a Choke-type Chaos Warlord that is still in the making.
3/5
There's a nice emergent synergy I've noticed here in my Zarathur swarm deck, in that it depletes the number of deploy actions the opponent can make, which is critical for Zarathur.
Also, I note that while its Unique, its an easy Unique to run three of, as we really really need the 2-shielders when playing the old Squishy Sorceror.
Another thought here though is that its a little anergistic with its own removal condition, as if the opponent is determined to remove it, there's no surcharge on preparing for that battle.
Strongest play for this card looks to be on the final turn of the game, on anywhere but the first planet, as a first deploy.
I'm running this card with DE allied instead of Orks, you will drop ammo depot and ork kannon but...
- Archon terror + Slaanesh temptation means that even if you opponent manage to deploy units there are chances they will get routed
Definitely a 3 of! 1st,2nd,3rd turn play is amazing. Screws up command phase which is a major part of the game and also gets the opp warlord to commit to the said planet while you get free reign on 1st and whatever planet your warlord commits.
If they ignore it,lol all the better.
Yes, one thing I'm finding is that its fairly easy to create a situation where an opponent really has no interest in battling at the tempted planet. If you refuse to compete them in command there, and if the battle ability is useless to them, you're essentially asking them to forego a command snipe and a battle ability activation to remove it.
The more I play this card, the more I like it
Yep, this is a great card, and a 2 shielder no less. Getting this and a Heretic Inventor in your opening hand is a great combo - play the inventor first and when he's moved to the outer rim somewhere that your opponent is happy with, stick this down on the same planet. Makes removing it a more tricky and expensive proposition skewing your opponent's intended future deployments.
I've heard people pushing that combo and I don't like it.
First off, it gives them an extra deploy turn at normal price, which is most significant.
Second, while 3/3 is hard to shift, you're still giving the opposing warlord the efficiency of command capping at the same time as removing Temptation, and they don't have to fight. Likelihood is they'll have initiative, and if they can't win that battle (and don't forget they may, as they can deploy there at normal price) they can remove the temptation by turning up then retreating: you might get a battle ability, but they've still command capped your one-cost, removed the Temptation and had an extra deploy turn without the surcharge.
Basically, my advice is that it you have this in hand in turn 1, and if you have decided you are going to play it (almost always, though a 3 Depot, 2 Rogue Trader, Promotion turn might change that), then you should play it first.
However, if you draw Temptation on a later turn, it might then be reasonable to play it on a planet that you have good upstream fighting units from previous turns, where the battle ability is desirable to you. Thats a much more nuanced decision, of course!
Your first point is especially salient, and I know its not perfect but I'm all for giving an opponent distractions at a far flung planet!
I really can wait when nids will be out and this card will be played way more less
Well, only one synapse creature we know off triggers off battles, and in that circumstance we can always hold onto this card for a much needed extra 2-shield. I certainly won't be dropping it from my deck!
Also, of course, if we're talking Old One Eye, chaos is in not at all a bad position, with a good ability to create spike damage and to wear the bastard down. Would be a good time to play Zarathur in my opinion, especially when we look at Swarmlord making life harder for Eldar and better for those with AoE/psuedo-AoE effects. I suspect the tyranid meta may have me adding +1 Warpstorm back into my deck, but leaving Temptation at x3
I just ignore this card when it comes out.
It makes my opponents mad and confuses them all at the same time.
It makes me feel like my units are designer brand because they cost more.
I attack you 3 cost vet with my 4 cost librarian (snoody voice obviously) lol
As an opponent, nothing makes me happier than it being ignored, as that normally means the next 3-4 deploy phases you're paying 1 extra per unit, so its extremely likely I'll end up with a significant resource advantage because of that.
Combining that with deploy delays on my side - then deliberate command denial of resources - can create a situation where you get to deploy only one decent unit or two cappers per turn.
Which of course makes it work very nicely with a Sslyth Merc. Hard to buy them back when you spent too much for your other guys!
This card will however get a little weaker once Bar-Stool comes out, as he can with his sig support initiate a battle at this planet.
I'm trying to learn how to play Ba'ar Zul. What are some rules-of-thumb tips for effective Tempation plays?
Or what are some mistakes to avoid -- other than the Temptation on Planet One, Snakebite Thug on five.
That means Carnath is definitely not an option, Tarrus, Plannum and Atrox are probably bad choices.
The next thing to consider is planet position, 1 is almost always bad, 2 is probably bad.
Think carefully on planet colour and the opposition. Facing IG or anyone with IG allies a green icon may not work as well as expected as Inquisitorial Fervour can ensure they get to place those units where they want. Placing it on blue otoh is a nice play as you know those deployed units can often be hit by Sowing Chaos.
I'd say play it on the planet that seems least attractive for your opponent to send his/her warlord to, either in terms of low command payout (like one resource only or one card only) or in terms of battle ability.
So it's situational certainly. For instance, Y'varn might not be a bad choice if you're playing a warlord unlikely to have a heavy hitter in hand and you yourself have a +4 unit in your hand.
I'd avoid playing it on planet two as well unless there was no other reasonable option available